TolerantX
Active member
Adventure_Ex Advanced (UNOFFICIAL MODULE) ASKING FOR SUGGESTIONS *Round 1*
CATEGORIES :
---------------------------------------
-- --
-- --
-- --
-- WEAPONS AND PICKUPS : --
-- --
-- --
-- --
---------------------------------------
ENABLE MONSTER WEAPONS. (part 1)
SPAWN A MONSTER (WEAPON) (part 2) This one is not using userScreenBytes ...
(POTENTIAL part 3)
"Attempt" to add a NEW weapon to the game
? check out ?
(OPTIONAL)
4.5 All Monster Drops Are Health When You Have 1 Left
(Biased Health Drops)
Making Strength and Defense system work in NESmaker
(STRENGTH - DEFENSE = DAMAGE AKA IF YOU'RE STRENGTH IS 4 and IT'S AGAINST DEFENSE 2, YOU DO 2 DAMAGE. )
( Test this out now )
(*USING A THEORY LIKE THIS AND SOMETHING ARTIX DID WITH DALE_COOP YOU CAN SEE HOW TO USE EXPERIENCE BITS MAYBE?)
GAME OVER DEATH CONTINUES
PLAYER / MONSTER DEATH ANIMATION STUFF
---------------------------------------
-- --
-- --
-- --
-- QUALITY OF LIFE : --
-- --
-- --
-- --
---------------------------------------
HIDE PLAYER SPRITE
RESTORE RELICS !
ENABLING SPECIAL TILES
NOT TEXT BASED PAUSE
View: https://youtu.be/xpKoFcW-KLo
FLASH SAVING
Improved Hurt / Recoil System
MONSTER BARRIER / PLAYER BARRIER
ANIMATED TILES
FADE TO BLACK
LIMIT PROJECTILES ON SCREEN
WALK IN WATER TILES AND MODIFIED INPUTS
---------------------------------------
-- --
-- --
-- --
-- XP / LEVELING & GAME ECONOMY : --
-- --
-- --
-- --
---------------------------------------
** I'M CURRENTLY WORKING ON AN XP SYSTEM **
( SCORE / MONEY SYSTEM & SETTING IT UP )
Adding money or score to game
then these features (some or all, listed below)
NPC SHOP!
number collected give something (for an idea maybe?)
OR ZELDA SHOP
(TILES THAT SUBTRACT MONEY N GIVE ITEMS WHEN YOU WALK OVER THEM)
---------------------------------------
-- --
-- --
-- PUZZLES : --
-- --
-- --
---------------------------------------
TILES THAT ARE BUTTONS (* THEY WON'T STAY CHANGED UNLESS THEY TRIGGER THE SCREEN *)
(they change other tiles into null collision aka open doors , or change other tile into other tile collision)
(OPTIONAL)
? TILES THAT CHANGE BASED ON A TIMER ?
PUSHABLE BLOCK ?
(DOWNLOAD SCRIPTS AND EDITS ABOVE)
PROXIMITY BASED ENEMY DETECTION ?
COMMENT YOUR VOTES ON WHAT TO DO NEXT !!!
CATEGORIES :
---------------------------------------
-- --
-- --
-- --
-- WEAPONS AND PICKUPS : --
-- --
-- --
-- --
---------------------------------------
ENABLE MONSTER WEAPONS. (part 1)
4.5.9 Bring Back Monster Weapons (Maze Module) and Others!
If your "doHandleObjectCollisions.asm" is missing the area for monster weapons or they seem to be not working for you try this: Using the script of the same name above in Maze module as a base at line 98 you'll see the end of your monster player collision section. "+notPlayerMonsterCollision:"...
www.nesmakers.com
SPAWN A MONSTER (WEAPON) (part 2) This one is not using userScreenBytes ...
[4.5.X] Spawn a Monster (Action Step)
Greetings NESMaker, You can make any game object spawn a monster with this action step... ;; SPAWN A MONSTER LDA Object_x_hi,x ;; X location STA temp1 LDA Object_y_hi,x STA temp2 ;; The format is CreateObject x, y, object_type, action_step, name table...
www.nesmakers.com
(POTENTIAL part 3)
"Attempt" to add a NEW weapon to the game
[4.5.6] Unique Upgraded Weapons + Boomerang!
A lot of this is covered in the tutorials, but I saw some questions come up so I thought I'd share what I've done. First, in the Adventure Module, I took the standard ChangeToAttack input script and rewrote it to allow the first selectable weapon to be a projectile. The default in the script is...
nesmakers.com
? check out ?
4.5.9 Give different weapons different damage!
Hi People! so iv been searching through everything to find how to give my melee attack 1 point of damge to an enemy and my projectile do 3! aaaand iv just made a solution! this is in my metrovania game but im sure the process could be adapted and more than likely improved lol anyways lets get...
www.nesmakers.com
(OPTIONAL)
4.5 All Monster Drops Are Health When You Have 1 Left
(Biased Health Drops)
Making Strength and Defense system work in NESmaker
[4.5.9] Enabling support for the Strength/Defense System in your game!
For reasons that remain a complete mystery, Joe and/or the devteam, such as it is, for NESmaker did not see fit to enable the use of the strength and defense system already present in the GUI. Out of the "box", NESmaker will only enable your weapon to do a single hitpoint of damage to any...
www.nesmakers.com
(STRENGTH - DEFENSE = DAMAGE AKA IF YOU'RE STRENGTH IS 4 and IT'S AGAINST DEFENSE 2, YOU DO 2 DAMAGE. )
( Test this out now )
(*USING A THEORY LIKE THIS AND SOMETHING ARTIX DID WITH DALE_COOP YOU CAN SEE HOW TO USE EXPERIENCE BITS MAYBE?)
GAME OVER DEATH CONTINUES
PLAYER / MONSTER DEATH ANIMATION STUFF
---------------------------------------
-- --
-- --
-- --
-- QUALITY OF LIFE : --
-- --
-- --
-- --
---------------------------------------
HIDE PLAYER SPRITE
Hide The Player Sprite (4.5)
EDIT: DANGIT, I POSTED THIS TOO SOON....further bug-testing revealed that if you warp to a second screen, another you will appear at the warp spot. The script draws you twice if you didn't just come from a cutscene screen, but if you eliminate the CreateObject part, you don't reappear at all --...
www.nesmakers.com
RESTORE RELICS !
[4.1.5] and [4.5.9] Restore RELICS to NESmaker Projects
Relics are a feature of Mystic Searches but not utilized in the base NESmaker engines. Relics are still visible in the NESmaker tool, and their data can still be passed through to games via NPC text delivery. In NESmaker, open any text and select "NPC Gives Item" and then select "RELIC-Relic...
www.nesmakers.com
ENABLING SPECIAL TILES
[4.5.9] Adventure Tutorial - Using Special Tiles With Monster Blocks
This is a discussion of Monster blocks, a Beginner Adventure Module concept; and Special Tiles, a seemingly unused portion of the NESMaker GUI. With the three attached scripts I was able to control the post-trigger appearance of Monster Blocks using the Special Tiles UI. All scripts are...
www.nesmakers.com
NOT TEXT BASED PAUSE
FLASH SAVING
Improved Hurt / Recoil System
Improved Hurt / Recoil System
As it is, the big recoil when the player touches an enemy is a cheap method of avoiding repeated damage -- and it doesn't work in every situation; if the recoil pins you against a wall the monster can just poke at you over and over until you're dead. What we need is two Action Steps: the recoil...
www.nesmakers.com
MONSTER BARRIER / PLAYER BARRIER
ANIMATED TILES
FADE TO BLACK
Fade to Black [4.5.6]
Fade in from black is a trickier, but fade to black is pretty easy. So I ported over dale_coop's fade to black code to 4.5.6 Split it into background and sprite fade versions. Fade background palettes to black ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; do fading to black for...
www.nesmakers.com
LIMIT PROJECTILES ON SCREEN
WALK IN WATER TILES AND MODIFIED INPUTS
---------------------------------------
-- --
-- --
-- --
-- XP / LEVELING & GAME ECONOMY : --
-- --
-- --
-- --
---------------------------------------
** I'M CURRENTLY WORKING ON AN XP SYSTEM **
( SCORE / MONEY SYSTEM & SETTING IT UP )
Adding money or score to game
then these features (some or all, listed below)
NPC SHOP!
NPC shop!!
The npc shop is very useful for games that collect coins or money and where to spend it, in version 4.1.5 this noc does not work but it is possible that in version 5 they add it (I don't know). Is there any possibility of adding this in the current version? :?: something simple, for example...
www.nesmakers.com
Assembly; How to check if score / cash is greater or equal to X?
This is probably a simple one but for the life of me I can't find an example of this. I'm trying to build a store type system and I need to check if the player's cash (myCash) which supports upto $999, is greater than or equal to XXX for the item. I can subtract the value easy enough. I've...
www.nesmakers.com
number collected give something (for an idea maybe?)
10 Coins or Collectibles Give Extra Life and Reset
;;This Collectible Tile Gives one 1up every 10 collected Thank You Dale Coop!;; CPX player1_object BEQ isPlayerForCollectableScore JMP ++ isPlayerForCollectableScore: LDA tileCollisionFlag BEQ + JMP ++ + LDA #$01 STA tileCollisionFlag ChangeTileAtCollision #$00, #$00...
www.nesmakers.com
OR ZELDA SHOP
(TILES THAT SUBTRACT MONEY N GIVE ITEMS WHEN YOU WALK OVER THEM)
---------------------------------------
-- --
-- --
-- PUZZLES : --
-- --
-- --
---------------------------------------
TILES THAT ARE BUTTONS (* THEY WON'T STAY CHANGED UNLESS THEY TRIGGER THE SCREEN *)
(they change other tiles into null collision aka open doors , or change other tile into other tile collision)
(OPTIONAL)
? TILES THAT CHANGE BASED ON A TIMER ?
[4.5.9] How to put a tile at position x,y and check what tile is at given location
How to put a tile at a specific location on the screen? Let's say I would like to put tile on screen location 3,1 (in tiles) how can I do that in code? I found out I can somehow put a tile on screen at "position 2" with a code taken from ChangeTileAtCollision. At first line (LDY #$02, original...
www.nesmakers.com
[SOLVED] [4.5.9] Is there a way to bring back ChangeAllTiles?
Hello! In 4.1.x there was a macro script called: "ChangeAllTiles" where it would find all tiles of a certain type and then change all those tiles to a different type of tile. It would also let you change the tile graphic as well. I was wondering if any of you were able to adapt this script to...
www.nesmakers.com
PUSHABLE BLOCK ?
Magic Blocks (?) [Demo in progress]
Hey guys! I can't say this is a game. It's not. It's just a mechanic for a small puzzle game I've been playing around with. Nevertheless, I figured that maybe I could do something with this idea, so I started with a proof of concept. The idea is to turn the monsters into blocks to access other...
www.nesmakers.com
(DOWNLOAD SCRIPTS AND EDITS ABOVE)
PROXIMITY BASED ENEMY DETECTION ?
Proximity subroutine [4.5.6]
Hello guys! I made a similar but updated version of my proximity trigger script for 4.5.6 This comes in subroutine form, so that it can be called from wherever you want to store it and keep your monster AI clean. Can be easily modified to use as part of an AI script directly if you don't plan...
www.nesmakers.com
New AI Action: Proximity trigger
Hey guys! Got a neat script I wanted to share in case it is of use to anybody else: AI Action - Proximity Trigger This action can be used to give an enemy an area of 'awareness' that can be used to trigger other enemy actions. So for example, A bat attached to the roof will stay still until...
www.nesmakers.com
COMMENT YOUR VOTES ON WHAT TO DO NEXT !!!